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Game User Experience and Serious Game Research

DEPARTMENT OF COMPUTER SCIENCE 2013 FACULTY MINI-TALKS. Game User Experience and Serious Game Research. Chang Yun September 20, 2013. The “Pong” Game (circa 1972). Modern Day Games. Mass Effect 3. Madden 2013. Forza Motorsport 4. Final Fantasy XIII. Game Difficulty and DDS.

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Game User Experience and Serious Game Research

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  1. DEPARTMENT OF COMPUTER SCIENCE 2013 FACULTY MINI-TALKS Game User Experience and Serious Game Research Chang Yun September 20, 2013

  2. The “Pong” Game (circa 1972)

  3. Modern Day Games Mass Effect 3 Madden 2013 Forza Motorsport 4 Final Fantasy XIII

  4. Game Difficulty and DDS

  5. Human Physiology and DDS

  6. Gamer Profiles • Experience-Based Components • Beginner • Intermediate • Advanced • Expert • Player-Preference Components • Challenge Seeker • Balance Seeker • Victory Seeker

  7. PADS

  8. Entertainment Rating Post-Game Survey on Entertainment Experience 6.19 6.32 7.14 QUALITATIVE Improvement on Entertainment Experience (F2,112 = 9.48, p < .0001)

  9. Entertainment Duration In-Game Survey on Entertainment Experience 7 minutes 13 seconds 7 minutes 7 seconds 8 minutes 34 seconds QUANTITATIVE Improvement on Gaming Experience (F2,112 = 5.38, p < .01)

  10. Game Mode Preference Post-Game Preference Survey on Game Mode 2 (3.51%) 5 (8.77%) 50 (or 87.22%) Both Qualitative and Quantitative improvements in entertainment prompted the participants to choose the AUTOMATIC MODE over EASY or DIFFICULT MODE

  11. Related Publications • 1. W. Holtkamp, P. Trevino, C. Yun and Z. Deng, Dynamic Difficulty with • Personality Influences, Proceedings of GLS 8.0: GAMES + LEARNING + • SOCIETY Conference, pp. 153 – 160, Madison, Wisconsin, June 13 – 15 , 2012. • 2. C. Yun, P. Trevino, W. Holtkamp, and Z. Deng, PADS: Improving Gaming • Experience Using Profile-Based Adaptive Difficulty System, Proceedings of 5th • ACM SIGGRAPH Symposium on Video Games, pp. 31 – 36, Los Angeles, • California, July 24 – 29, 2010. • 3. C. Yun, D. Shastri, I. Pavlidis, and Z. Deng, O’ Game, Can You Feel My • Frustration?: Improving User’s Gaming Experience via StressCam, • SIGCHI 2009: The 27th Annual CHI Conference on Human Factors in • Computing Systems – New Input Modalities, pp. 2195-2204, Boston, • Massachusetts, April 4 – 9, 2009.

  12. SERIOUS GAME DEFINITION Games designed for education, training, simulation, public awareness, and advertisement

  13. HPV/CC HEALTH GAME Framing Effective Cervical Cancer Prevention Messages for Women • Raise awareness and educate public • Human Papillomavirus (HPV) that leads to cervical cancer (CC) • Endorse the lifestyle that prevents HPV/CC • Inform Pap test and HPV vaccination • Inform the myths and truth concerning HPV/CC UH Department of Computer Science UH Department of Educational Psychology

  14. HPV/CC HEALTH GAME Framing Effective Cervical Cancer Prevention Messages for Women Public Health Game: Inform 56 myths and facts concerning HPV/CC Effectiveness of informing public using game over traditional Brochures/pamphlets UH Department of Computer Science UH Department of Educational Psychology

  15. HPV/CC HEALTH GAME Framing Effective Cervical Cancer Prevention Messages for Women UH Department of Computer Science UH Department of Educational Psychology

  16. Related Publications • 1. (To appear) R. Nirmal, C. Yun, P. Trevino, Jenny Yi, M. Le and • P. Patipoonnanonda, Digital Health Game on Cervical Health And its Effect on • Vietnamese Women’s Cervical Cancer Knowledge, 141st American Public • Health Association (APHA) Annual Meeting and Expo, Boston, MA, • November 2 – 6, 2013. • 2. (To appear) R. Nirmal, C. Yun, P. Trevino, M. Le, P. Patipoonnanonda and • Jenny Yi, Digital Health Game on Cervical Health And its Effect on American • Women’s Cervical Cancer Knowledge, IEEE International Game Innovation • Conference (IGIC), Vancouver, Canada, September 23 – 25, 2013.

  17. <> Thank You QUESTIONS

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